Storymen & Herbwomen
Stories Known
Storymen are the sum repositories of a village or city's collective knowledge.
There may be more than one storyman, each specializing in an area of knowledge regarding the local area.
By tradition, storymen are bound to the areas in which they are born, while Storyweavers can leave and roam collecting stories, poems, and songs in a more typical chanson manner.
A storyman will be present in a population center with a 3-in-6 chance.
In smaller groups, a storyman will be present 1-in-6.
A storyman will have a 4-in-6 chance of knowing some story or rumor local to the area
If asked about something immediately outside their local area, they have a 2-in-6 chance of knowing a piece of lore.
Herbs & Plant Lore
Herbwoman are knowledgeable about local flora and its medicinal or poisonous natures.
They often act as doctors and midwives for the local populace. Their knowledge is freely given, but if specialized treatment is needed, payment is expected.
Failure to pay results in a lowering of social standing and face for the offending party
Its pricing reflects a reciprocal nature; the greater the demand, the greater the payment asked in return.
A herbwoman will be present in a population center with a 3-in-6 chance.
Herbs & Plants
Herbs are followed by a number 1-6: this is the x-in-6 chance of discovering the plant per half-day spent searching.
2d6 ‘doses’ are found where appropriate - otherwise a single instance.
Plants are only effective for 2 weeks after being picked, unless specified
| Herb or Plant | x-in-6 chance | Description | Rarity | Effect | Price |
|---|---|---|---|---|---|
| Elfdock | 4 | Bright yellow flowers | Common, montane meadows | If eaten raw, it protects the lungs against respiratory infections | 1s |
| Water Bearer | 4 | A succulent with stiff, spiky, fleshy yellowish-green leaves | Common, heaths | Stores drinkable, if vile, potable water. Can be used as a waterskin in emergencies | 6s |
| Cholachni Hat | 2 | Named after the strange hats worn by Cholachni villagers. Several bright red flowers grow on a stalk that buds with orange seed pods | Uncommon, heaths and forest | Chewing the leaves gives the imbiber a burst of energy. +1 to hit and +1d3 Strength for one hour | 12s |
| False Blueberry | 2 | A shrub with longer narrow leaves. The ripe berries are nearly indistinguishable from regular mountain blueberries | Uncommon, forest | If macerated and added to a drink, they act as a 2HD poison | 1c |
| Serpent Head | 4 | A short annual. Small succulent leaves with bright yellow and red flower heads and extended pistils | Common, forest | If mashed and applied to wounds, they can act as a healing potion. Must be picked fresh as it doesn’t carry well | 8s |
| Big Ear | 2 | A large yellow fungus that grows on fallen or dying trees | Uncommon, deep forest | Harvested as trail rations. The taste is acquired but good when fried | 1s per pound (2d6 ears, 1d6 lbs) |
| Summersweet | 4 | A tuberous perennial producing delicate pink flowers that drape to the ground | Common, forest | Poisonous. Touching leaves causes rash and blisters. If ingested: convulsions and 70% chance of death. Survivors require 2–3 weeks bed rest and have a 40% chance of permanent eye damage | 9s |
| Love Berry | 2 | An annual growing taller than most men (~6’). Produces pale brown beans | Uncommon, forest | Long used as a sexual stimulant for breeding livestock; works on humans as well. Sold to nobles and brothels | 1s |
| Chokeberry | 4 | A small groundcover producing pale green leaves and hard berries | Common, forest | Berries are narcotic and highly addictive. Used to produce Potion of Right, causing intense euphoria, delusions of grandeur, and reduced inhibitions | 4s |
| Gridelin Rose | 2 | Aquatic flower growing across bog water with a musty odor detectable at distance | Uncommon, swamp | Twisted into rope and dried over smoky fire. Leaves produce hallucinogenic smoke causing perspiration and lightheadedness. Overdose causes memory loss. As Phantasmal Forces | 6s |
| Bogman’s Folly | 1 | An insectivorous evergreen producing a dozen yellow lures | Rare, swamp | Highly toxic to vertebrates. Used in preparation of the White Little Death, a 6d6 HD poison | 36s |
| Black Puffer | 1 | Large edible fungus the size of a cabbage. Appears quickly after rain and explodes during decay | Rare, montane forest | Edible white flesh. Often offered as a goodwill gift to Those of the Little Trees and the First Creations | 2s per cap |
| Azure Lantern | 4 | Annual with clusters of dark blue flowers | Common, meadow and pasture | Tea brewed from roots and flowers gives +1 to initiative rolls for one day | 4s |
| Red Helmet | 4 | Scarlet toadstool with white stalk and pale yellow underside. Scarlet cap with brown spots | Common, forest | Deadly poison if cooked into food. Victim becomes drowsy, enters coma within 30 minutes, and dies of asphyxiation within two hours. Mournful Blessing taken at first red lips gives 80% recovery | 6s per cap |
| Mountain Boy | 2 | Montane perennial producing bright yellow flowers | Uncommon, montane forest | Herbal tea increases fertility. In demand among nobles and guildsmen | 9s |
| Toad’s Tongue | 1 | Brown liverwort with mottled skin covered in slimy mucus | Rare, swamp | Mashed with berries, rainwater, and honey to produce fermented drink believed to heal wounds and promote strong children | 12s |
| Running Fern | 1 | Fern growing in clumps on mountainsides | Rare, montane meadow | Added to feed as a mount stimulant. Two plants increase hex/day travel by one step. Long-term use shortens lifespan | 18s |
| Red Virgin | 1 | Red annual producing 4–5 pendulous seed pods above broad golden leaves | Rare, woods | Leaves brewed as tea act as Spell of Somnolence. Dried leaves mixed with oil create an unguent acting as Potion of Greater Healing. Each plant yields 1d3+3 pods and 1d3+2 leaves | 18s |
| Builder Knife | 4 | Tall grass (3–5’) growing along seashores and riverways with razor-sharp leaves | Common, seashore and riverways | Used for mats and baskets. Edible if soaked for a day (trail ration). Root flour makes iron rations. Boiled root paste acts as Potion of Healing | 3s |
| Purple Beard | 2 | Forest grass producing 6–8 seed burrs that irritate skin | Uncommon, forest | Dried leaves brewed into calming tea granting twelve hours of rest. As Spell of Somnolence (Save vs Spells) | 12s |
| Corpse Plant | 4 | Short stubby plant (4–6”) with thick yellow spongy leaves | Common, forest | Potion inflicts 1d6 damage per HD of the creature | 8s |
| False Onion | 2 | Onion relative with four pinkish-white hollow shoots | Uncommon, swamp | Can be eaten as trail rations or used to make disappearing ink | 3s |
| Purple Sapper | 4 | Parasitic plant growing on dead trees with pungent cinnamon odor | Common, forest | Chewed leaves act as stimulant allowing 4 hex/day travel on foot, followed by paranoid awareness | 4s |
| Maitagarri’s Flower | 1 | Woodland plant ~2’ tall with pale pink and rose leaves | Rare, forest | Highly potent aphrodisiac when brewed; prized among nobles and brothels | 12s |
| Kwitzel | 2 | Alpine meadow annual with bright yellow flowers | Uncommon, alpine meadow | Cures mummy rot and similar necrotic infections. Loses 10% value per day after harvest | 24s |
| Dreamer | 2 | Shade plant with thin leaves and lilac blossoms with pleasant odor | Uncommon, forest | Dried leaves inhibit conception. Petals prized by perfumers and courtesans | 2s (leaves) / 8s (with flowers) |
| Fulvous Creeper | 1 | Gray-green leaves with waxy yellow fruit and pink blossoms smelling of rotting meat | Rare, swamp | Crushed berries mixed with honey act as iron rations. Large doses grant Detect Invisible Objects. Fermented wine causes out-of-body experiences | 2s per berry |
| Green Arrow | 2 | Sweet-smelling plant with arrow-shaped leaves and sour red seeds | Uncommon, swamp | Root used to produce powerful emetic and laxative | 8s (tuber) |
| Tusk Root | 4 | Tall plant (2–5’) with spear-shaped leaves growing near water | Common, waterways and lakes | Root used in ritual drug allowing speech with elemental spirits and ancestors for one hour | 10s root |
| Lemon Tears | 1 | Rare fern with 3–5 yellow-green bracket fronds | Rare, forest | Bruised fronds rubbed on eyes grant Detect Invisible Objects and Occult Oculus for 1 hour | 12s |
| Blue Clover | 4 | Groundcover with a single blue-white flower and intoxicating fragrance | Common, forest | Leaves act as addictive painkiller granting temporary HP equal to HD. Save vs Poison each use; after 3 failures addiction occurs | 4s (1 oz leaves) |
| Greenberry | 4 | Creeping vine with fragrant flowers and berries favored by bears | Common, forest | Flowers sold to perfumers. Berries act as trail rations with honey and produce camouflage dye | 1s per berry |
| Armsman’s Heart | 1 | Evergreen fern near montane lakes with blood-red leaf tips | Rare, montane lakeshore | Dried leaves smoked before battle grant +1 loyalty/morale to hirelings; brave warriors gain +2 to hit and damage | 15s |
| Scarlet Lady | 2 | Perennial (2–5’) with burgundy flowers smelling of petrichor | Uncommon, pasture and meadow | Tea from leaves and flowers is pleasant. Sap used for love potion (diluted) or lethal arrow poison (concentrated) | 9s |
| Black Root | 1 | Rare vine with white flowers and knobby roots the size of a hand | Rare, swamp | Causes wild visions as Discombobulate. Addictive; heavy use leads to madness | 12s |
| Mournful Blessing | 1 | Extremely rare perennial with unpleasant odor and valuable root | Rare (single hidden location) | Universal antidote curing poison, infection, and even deadly diseases | 48s |
| Brooding Brand | 2 | Near-transparent honeycomb fungus emitting faint purple glow | Uncommon, caverns and underground | Can be used as a natural torch in dark places | 2d per mushroom |